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Don't cull flights.
This was made largely pointless in 2.2, since the AI won't plan a dozen CAPs 300nm from the front line any more. Culling flights mostly just confuses players and breaks the planning AI. If we do want to limit flight counts, we need to do that by limiting flight counts. The AI will try to put their aircraft as close to the mission as possible, so culling will do very little to stop them from spawning 50 flights at the front-line attached airfield. https://github.com/Khopa/dcs_liberation/issues/578 (cherry picked from commit 0b2483ea1521af4102d98e7fda6edb0aabf81fc8)
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@ -925,10 +925,6 @@ class AircraftConflictGenerator:
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if not package.flights:
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continue
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for flight in package.flights:
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culled = self.game.position_culled(flight.from_cp.position)
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if flight.client_count == 0 and culled:
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logging.info("Flight not generated: culled")
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continue
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logging.info(f"Generating flight: {flight.unit_type}")
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group = self.generate_planned_flight(flight.from_cp, country,
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flight)
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